﻿// Decompiled with JetBrains decompiler
// Type: UnityEngine.Rendering.RenderBufferStoreAction
// Assembly: UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: E6AE6B5A-2752-4B07-9528-C8B77C62CE79
// Assembly location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.dll
// XML documentation location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.xml

#nullable disable
namespace UnityEngine.Rendering
{
  /// <summary>
  ///   <para>This enum describes what should be done on the render target when the GPU is done rendering into it.</para>
  /// </summary>
  public enum RenderBufferStoreAction
  {
    /// <summary>
    ///   <para>The RenderBuffer contents need to be stored to RAM. If the surface has MSAA enabled, this stores the non-resolved surface.</para>
    /// </summary>
    Store,
    /// <summary>
    ///   <para>Resolve the MSAA surface.</para>
    /// </summary>
    Resolve,
    /// <summary>
    ///   <para>Resolve the MSAA surface, but also store the multisampled version.</para>
    /// </summary>
    StoreAndResolve,
    /// <summary>
    ///   <para>The contents of the RenderBuffer are not needed and can be discarded. Tile-based GPUs will skip writing out the surface contents altogether, providing performance boost.</para>
    /// </summary>
    DontCare,
  }
}
